Hi, anybody knows if there´s a way of achieving the rayleigh scattering in Arnold. It would be cool if this was implemented into a shader using real physics not eyeballing…by the way I wasn´t able to get any similar result at all and since Arnold has no caustics, refraction transmision shadows look horrible.
Rayleigh scattering causes the blue hue of the daytime sky and the reddening of the sun at sunset. (Source: Wikipedia)
This sort of thing I would approach by combining layering a surface shader (for the spec only) over a volume shader. It’d be amazing to be able to use the physics of rayleigh scattering in that volume shader, but I think you’re better off just faking it with setting those colours. Just my 2 cents though!